
/****************************************************************************/
/*Copyright (c) 2011, Florent DEVILLE.                                      */
/*All rights reserved.                                                      */
/*                                                                          */
/*Redistribution and use in source and binary forms, with or without        */
/*modification, are permitted provided that the following conditions        */
/*are met:                                                                  */
/*                                                                          */
/* - Redistributions of source code must retain the above copyright         */
/*notice, this list of conditions and the following disclaimer.             */
/* - Redistributions in binary form must reproduce the above                */
/*copyright notice, this list of conditions and the following               */
/*disclaimer in the documentation and/or other materials provided           */
/*with the distribution.                                                    */
/* - The names of its contributors cannot be used to endorse or promote     */
/*products derived from this software without specific prior written        */
/*permission.                                                               */
/* - The source code cannot be used for commercial purposes without         */ 
/*its contributors' permission.                                             */
/*                                                                          */
/*THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS       */
/*"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT         */
/*LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS         */
/*FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE            */
/*COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,       */
/*INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,      */
/*BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;          */
/*LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER          */
/*CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT        */
/*LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN         */
/*ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE           */
/*POSSIBILITY OF SUCH DAMAGE.                                               */
/****************************************************************************/

#include "RTPrimCSG.h"


#include "RTCSGNode.h"

namespace RT
{

	/*Default constructor*/
	RTPrimCSG::RTPrimCSG():m_root(0){}

	/*Constructor*/
	RTPrimCSG::RTPrimCSG(RTCSGNode* root):m_root(root){}

	/*Destructor*/
	RTPrimCSG::~RTPrimCSG()
	{
		if(m_root != 0)
			delete m_root;
	}

	//check intersection between a ray and the RTPrimitive
	bool RTPrimCSG::intersect(const RTRay& ray, F32& dist, bool useGlobalCoordinates)
	{
		//change the coordinate system
		RTRay r;
		if (useGlobalCoordinates)
			globalToLocal(ray, r);
		else
			convertRayToLocalCoordinates(ray, r);

		return m_root->checkIntersection(r, dist, m_normalTemp);
	}

	//check inside
	bool RTPrimCSG::isInside(const RTVector3f& p)
	{
		//convert p to local coordinates
		RTVector3f localP;
		convertPointToLocalCoordinates(p, localP);

		//test
		return m_root->isInside(localP);
	}

	//gives the normal in a point
	void RTPrimCSG::computeNormal(const RTRay& ray, F32 /*dist*/, RTVector3f& normal)const
	{
		//set the normal
		normal = m_normalTemp;

		//change the coordinate system
		RTRay r;
		convertRayToLocalCoordinates(ray, r);

		//if ray from the inside
		if(r.getDirection().dot(normal) > 0)
			normal = normal * -1;

		//apply the wm to the normal
		convertNormalToGlobalCoordinates(normal, normal);
	
	}

	//apply the view matrix to the primitive
	void RTPrimCSG::applyViewMatrix(const RTMatrix44& view)
	{
		//set the world view matrix
		m_worldViewMatrix = m_worldMatrix * view;

		//calculate the inverse
		//m_inverseRotationViewMatrix = m_rotationViewMatrix.inverse();
		m_inverseWorldViewMatrix = m_worldViewMatrix.inverse();

		//apply a null view matrix to the tree
		m_root->applyNullViewMatrix();

	}

}